Fix projectiles (#25636)

This commit is contained in:
metalgearsloth
2024-02-28 00:04:32 +11:00
committed by GitHub
parent 2e0d22bc90
commit d204896bf5
2 changed files with 0 additions and 22 deletions

View File

@@ -34,7 +34,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<ProjectileComponent, AfterProjectileHitEvent>(AfterProjectileHit);
SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileHitEvent>(OnEmbedProjectileHit);
SubscribeLocalEvent<EmbeddableProjectileComponent, ThrowDoHitEvent>(OnEmbedThrowDoHit);
SubscribeLocalEvent<EmbeddableProjectileComponent, ActivateInWorldEvent>(OnEmbedActivate);
@@ -163,18 +162,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
{
args.Cancel("pacified-cannot-throw-embed");
}
/// <summary>
/// Checks if the projectile is allowed to penetrate the target it hit.
/// </summary>
private void AfterProjectileHit(EntityUid uid, ProjectileComponent component, ref AfterProjectileHitEvent args)
{
//Overrides the original DeleteOnCollide if the projectile passes all penetration checks.
//This is to prevent having to set DeleteOnCollide to false on every prototype
//you want to give the ability to penetrate entities.
if(component.DeleteOnCollide)
component.DeleteOnCollide = false;
}
}
[Serializable, NetSerializable]
@@ -201,9 +188,3 @@ public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, Projectile
/// </summary>
[ByRefEvent]
public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, EntityUid? Shooter = null);
/// <summary>
/// Raised after a projectile has dealt it's damage.
/// </summary>
[ByRefEvent]
public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);